blender/release/ui/buttons_physics_cloth.py

206 lines
5.8 KiB
Python

import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_cloth(PhysicButtonsPanel):
__label__ = "Cloth"
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'CLOTH', text="Add")
split.itemL()
if md:
cloth = md.settings
split = layout.split()
col = split.column()
col.itemL(text="Quality:")
col.itemR(cloth, "quality", text="Steps",slider=True)
col.itemL(text="Gravity:")
col.itemR(cloth, "gravity", text="")
col.itemR(cloth, "pin_cloth", text="Pin")
sub = col.column(align=True)
sub.active = cloth.pin_cloth
sub.itemR(cloth, "pin_stiffness", text="Stiffness")
sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Presets...")
col.itemL(text="TODO!")
col.itemL(text="Material:")
sub = col.column(align=True)
sub.itemR(cloth, "mass")
sub.itemR(cloth, "structural_stiffness", text="Structural")
sub.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(cloth, "spring_damping", text="Spring")
sub.itemR(cloth, "air_damping", text="Air")
# Disabled for now
"""
if cloth.mass_vertex_group:
layout.itemL(text="Goal:")
col = layout.column_flow()
col.itemR(cloth, "goal_default", text="Default")
col.itemR(cloth, "goal_spring", text="Stiffness")
col.itemR(cloth, "goal_friction", text="Friction")
"""
class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
__label__ = "Cloth Cache"
__default_closed__ = True
def poll(self, context):
return (context.cloth != None)
def draw(self, context):
layout = self.layout
cache = context.cloth.point_cache
layout.set_context_pointer("PointCache", cache)
row = layout.row()
row.template_list(cache, "point_cache_list", cache, "active_point_cache_index", rows=2)
col = row.column(align=True)
col.itemO("ptcache.add_new", icon='ICON_ZOOMIN', text="")
col.itemO("ptcache.remove", icon='ICON_ZOOMOUT', text="")
row = layout.row()
row.itemR(cache, "name")
row = layout.row()
row.itemR(cache, "start_frame")
row.itemR(cache, "end_frame")
row = layout.row()
if cache.baked == True:
row.itemO("ptcache.free_bake", text="Free Bake")
else:
row.item_booleanO("ptcache.bake", "bake", True, text="Bake")
subrow = row.row()
subrow.enabled = cache.frames_skipped or cache.outdated
subrow.itemO("ptcache.bake", "bake", False, text="Calculate to Current Frame")
row = layout.row()
#row.enabled = particle_panel_enabled(psys)
row.itemO("ptcache.bake_from_cache", text="Current Cache to Bake")
row.itemR(cache, "step");
row = layout.row()
#row.enabled = particle_panel_enabled(psys)
row.itemR(cache, "quick_cache")
row.itemR(cache, "disk_cache")
layout.itemL(text=cache.info)
layout.itemS()
row = layout.row()
row.itemO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("ptcache.free_bake_all", text="Free All Bakes")
layout.itemO("ptcache.bake_all", "bake", False, text="Update All Dynamics to current frame")
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
__label__ = "Cloth Collision"
__default_closed__ = True
def poll(self, context):
return (context.cloth != None)
def draw_header(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
layout.itemR(cloth, "enable_collision", text="")
def draw(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
split = layout.split()
layout.active = cloth.enable_collision
col = split.column()
col.itemR(cloth, "collision_quality", slider=True, text="Quality")
col.itemR(cloth, "min_distance", slider=True, text="Distance")
col.itemR(cloth, "friction")
col = split.column()
col.itemR(cloth, "enable_self_collision", text="Self Collision")
col = col.column()
col.active = cloth.enable_self_collision
col.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
col.itemR(cloth, "self_min_distance", slider=True, text="Distance")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
__label__ = "Cloth Stiffness Scaling"
__default_closed__ = True
def poll(self, context):
return (context.cloth != None)
def draw_header(self, context):
layout = self.layout
cloth = context.cloth.settings
layout.itemR(cloth, "stiffness_scaling", text="")
def draw(self, context):
layout = self.layout
ob = context.object
cloth = context.cloth.settings
layout.active = cloth.stiffness_scaling
split = layout.split()
col = split.column()
col.itemL(text="Structural Stiffness:")
sub = col.column(align=True)
sub.itemR(cloth, "structural_stiffness_max", text="Max")
sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Bending Stiffness:")
sub = col.column(align=True)
sub.itemR(cloth, "bending_stiffness_max", text="Max")
sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
bpy.types.register(PHYSICS_PT_cloth)
bpy.types.register(PHYSICS_PT_cloth_cache)
bpy.types.register(PHYSICS_PT_cloth_collision)
bpy.types.register(PHYSICS_PT_cloth_stiffness)